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Ficha LVL 1

The document provides character sheet information for a Rock Gnome Wizard named Tevass Zazznazzle, including stats, hit points, equipment, spells, and special traits like Ritual Casting and Arcane Recovery.
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0% found this document useful (0 votes)
23 views5 pages

Ficha LVL 1

The document provides character sheet information for a Rock Gnome Wizard named Tevass Zazznazzle, including stats, hit points, equipment, spells, and special traits like Ritual Casting and Arcane Recovery.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Wizard 1 Sábio

CLASS & LEVEL BACKGROUND PLAYER NAME


Tevass Zazznazzle
Rock Gnome Chaotic Neutral
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION
Eu sou horrível e estranho em situações
STRENGTH 12 2 25
sociais.

0 2 PROFICIENCY BONUS

11 PERSONALITY TRAITS
Hit Point Maximum 9
0 Strength
DEXTERITY 2 Dexterity O caminho para o poder e o auto

2 3 Constitution CURRENT HIT POINTS aperfeiçoamento é através do


conhecimento.
5 Intelligence

15 3 Wisdom
IDEALS
1 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS
Eu venho procurando a minha vida inteira

3 2 Acrobatics (Dex)
1 pela resposta de certa questão.

16 1 Animal Handling (…
BONDS
5 Arcana (Int)

INTELLIGENCE 0 Athletics (Str)

3
-1 Deception (Cha) NAME ATK DAMAGE/TYPE Eu me distraio facilmente com a promessa
de informação.
5 History (Int) Fire Bolt +5 1d10 Fire
17 3 Insight (Wis)
-1 Ray of Frost +5 1d8 Cold
Intimidation (Cha) FLAWS
5 Investigation (Int)
WISDOM Burning Hands 3d6 Fire

1
1 Medicine (Wis)
3 Nature (Int) Magic Missile 1d4+1 Force Ritual Casting
1 Perception (Wis) Arcane Recovery
13 Dagger +4 1d4+2 Piercing
-1 Performance (Cha) Gnome Cunning
-1 Persuasion (Cha) Staff +2 1d6
CHARISMA
Darkvision
3 Religion (Int)

-1 2 Sleight of Hand (…
ATTACKS & SPELLCASTING
Artificer's Lore

Tinker
2 Stealth (Dex)
9 10 Pesquisador
1 Survival (Wis)
CP SP EP GP PP
SKILLS
FEATURES & TRAITS

1 Arcane Focus - Staff

11 PASSIVE WISDOM (PERCEPTION) 1 Dagger


1 Scholar's Pack
1 Spellbook
TOOL: Tinker's Tools
1 book of lore
LANGUAGE: Common, Gnomish
1 little bag of sand
WEAPON: Dagger, Dart, Light Crossbow,
1 small knife
Quarterstaff, Sling
EQUIPMENT

OTHER PROFICIENCIES & LANGUAGES


NAME ATK DAMAGE/TYPE Total: 1 Total:
CP SP EP GP PP
1
ARCANE RECOVERY
1 Backpack
1 Ink
1 Ink pen Total: Total:
10 Parchment
ATTACKS & SPELLCASTING

Total: Total:

Total: Total:

EQUIPMENT
INTELLIGENCE 13 5

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

Fire Bolt

Ray of Frost
4 0 7 0
Light

1 2 5 0 8 0

Burning Hands

Charm Person
9 0
Detect Magic

Feather Fall

Magic Missile

Shield

2 0
FEATURES & TRAITS
Ritual Casting Tinker
You can cast a wizard spell as a ritual if that Artificer's Lore You have proficiency with artisan’s tools
spell has the ritual tag and you have the spell Whenever you make an Intelligence (History) (tinker’s tools). Using those tools, you can
in your spellbook. You don’t need to have the check related to magic items, alchemical spend 1 hour and 10 gp worth of materials to
spell prepared. objects, or technological devices, you can add construct a Tiny clockwork device (AC 5, 1 hp).
twice your proficiency bonus, instead of any The device ceases to function after 24 hours
Arcane Recovery proficiency bonus you normally apply. (unless you spend 1 hour repairing it to keep
You have learned to regain some of your the device functioning), or when you use your
magical energy by studying your spellbook. action to dismantle it; at that time, you can
Once per day when you finish a short rest, you reclaim the materials used to create it. You can
can choose expended spell slots to recover. have up to three such devices active at a time.
The spell slots can have a combined level that When you create a device, choose one of the
is equal to or less than half your wizard level following options: Clockwork Toy: This toy is a
(rounded up), and none of the slots can be 6th clockwork animal, monster, or person, such as
level or higher. For example, if you’re a 4th- a frog, mouse, bird, dragon, or soldier. When
level wizard, you can recover up to two levels placed on the ground, the toy moves 5 feet
worth of spell slots. You can recover either a across the ground on each of your turns in a
2nd-level spell slot or two 1st-level spell slots. random direction. It makes noises as
appropriate to the creature it represents. Fire
Gnome Cunning Starter: The device produces a miniature
You have advantage on all Intelligence, flame, which you can use to light a Candle,
Wisdom, and Charisma saving throws against torch, or campfire. Using the device requires
magic. your action. Music Box: When opened, this
music box plays a single song at a moderate
Darkvision volume. The box stops playing when it reaches
Accustomed to life underground, you have the song’s end or when it is closed.
superior vision in dark and dim conditions. You
can see in dim light within 60 feet of you as if it Pesquisador
were bright light, and in darkness as if it were
dim light. You can't discern color in darkness,
only shades of gray.
SPELLS
Fire Bolt Burning Hands
Evocation cantrip Evocation 1 Feather Fall
Casting Time: 1 action Casting Time: 1 action Transmutation 1
Range: 120 feet Range: Self (15-foot cone) Casting Time: 1 reaction, which you take
Target: A creature or object within range Target: Self (15-foot cone) when you or a creature within 60 feet of you
Components: V S Components: V S falls
Duration: Instantaneous Duration: Instantaneous Range: 60 feet
Description: Description: Target: Up to five falling creatures within
You hurl a mote of fire at a creature or object As you hold your hands with thumbs touching range
within range. Make a ranged spell attack and fingers spread, a thin sheet of flames Components: V M
against the target. On a hit, the target takes shoots forth from your outstretched fingertips. Duration: 1 minute
1d10 fire damage. A flammable object hit by Each creature in a 15-foot cone must make a Description:
this spell ignites if it isn’t being worn or carried. Dexterity saving throw. A creature takes 3d6 Choose up to five falling creatures within
This spell’s damage increases by 1d10 when fire damage on a failed save, or half as much range. A falling creature’s rate of descent
you reach 5th level (2d10), 11th level (3d10), damage on a successful one. The fire ignites slows to 60 feet per round until the spell ends.
and 17th level (4d10). any flammable objects in the area that aren’t If the creature lands before the spell ends, it
being worn or carried. takes no falling damage and can land on its
Ray of Frost At Higher Levels: When you cast this spell feet, and the spell ends for that creature.
Evocation cantrip using a spell slot of 2nd level or higher, the
Casting Time: 1 action damage increases by 1d6 for each slot level Magic Missile
Range: 60 feet Evocation 1
above 1st.
Target: A creature within range Casting Time: 1 action
Components: V S Charm Person Range: 120 feet
Duration: Instantaneous Enchantment 1 Target: A creature of your choice that you can
Description: Casting Time: 1 action see within range
A frigid beam of blue-white light streaks toward Range: 30 feet Components: V S
a creature within range. Make a ranged spell Target: A humanoid you can see within range Duration: Instantaneous
attack against the target. On a hit, it takes 1d8 Components: V S Description:
cold damage, and its speed is reduced by 10 Duration: 1 hour You create three glowing darts of magical
feet until the start of your next turn. Description: force. Each dart hits a creature of your choice
You attempt to charm a humanoid you can see that you can see within range. A dart deals 1d4
Light within range. It must make a Wisdom saving + 1 force damage to its target. The darts all
Evocation cantrip throw, and does so with advantage if you or strike simultaneously, and you can direct them
Casting Time: 1 action your companions are fighting it. If it fails the to hit one creature or several.
Range: Touch saving throw, it is charmed by you until the At Higher Levels: When you cast this spell
Target: One object that is no larger than 10 spell ends or until you or your companions do using a spell slot of 2nd level or higher, the
feet in any dimension anything harmful to it. The charmed creature spell creates one more dart for each slot
Components: V M regards you as a friendly acquaintance. When above 1st.
Duration: 1 hour the spell ends, the creature knows it was
Description: charmed by you. Shield
You touch one object that is no larger than 10 At Higher Levels: When you cast this spell Abjuration 1
feet in any dimension. Until the spell ends, the using a spell slot of 2nd level or higher, you Casting Time: 1 reaction, which you take
object sheds bright light in a 20-foot radius and can target one additional creature for each slot when you are hit by an attack or targeted by
dim light for an additional 20 feet. The light can level above 1st. The creatures must be within the magic missile spell
be colored as you like. Completely covering 30 feet of each other when you target them. Range: Self
the object with something opaque blocks the Target: Self
light. The spell ends if you cast it again or Detect Magic Components: V S
dismiss it as an action. If you target an object Divination 1 Duration: 1 round
held or worn by a hostile creature, that Casting Time: 1 action Description:
creature must succeed on a Dexterity saving Range: Self An invisible barrier of magical force appears
throw to avoid the spell. Target: Self and protects you. Until the start of your next
Components: V S turn, you have a +5 bonus to AC, including
Duration: ConcentrationUp to 10 minutes against the triggering attack, and you take no
Description: damage from magic missile.
For the duration, you sense the presence of
magic within 30 feet of you. If you sense magic
in this way, you can use your action to see a
faint aura around any visible creature or object
in the area that bears magic, and you learn its
school of magic, if any. The spell can penetrate
most barriers, but it is blocked by 1 foot of
stone, 1 inch of common metal, a thin sheet of
lead, or 3 feet of wood or dirt.

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